MSM_Alice Posted May 9 Author Posted May 9 (edited) 33 minutes ago, Chubrikone said: The options to change animation mid sex fight, they were introduced in one of the recent updates and I wanted to test them. Got it. Can you post a short video somewhere so I can understand the context on the auto positionchange? But these are a bit more experimental features, and as far as I know, they are not on by default. On another note: Here is an updated version that should autosuppress Escape invisibility dynamically, in uncontroversial scenarios like Prostitution, Wedge, boosting follower and whatnot. https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/156/#findComment-7295952 Edited May 9 by MSM_Alice
MSM_Alice Posted May 9 Author Posted May 9 @Chubrikone I added some extra checks to the new position changes system to avoid changing the position if the animation was already considered to be ending. I suspect this was the problem that allowed it to endure and start anew; an orgasm that was happening on "exit" was forcing a new change animation. MSMA_Act1_[In_Development]_1_0688.zip
Chubrikone Posted May 9 Posted May 9 18 minutes ago, MSM_Alice said: @Chubrikone I added some extra checks to the new position changes system to avoid changing the position if the animation was already considered to be ending. I suspect this was the problem that allowed it to endure and start anew; an orgasm that was happening on "exit" was forcing a new change animation. MSMA_Act1_[In_Development]_1_0688.zip 244.63 MB · 1 download I will try it later today, thanks
Chubrikone Posted May 9 Posted May 9 1 hour ago, MSM_Alice said: @Chubrikone I suspect this was the problem that allowed it to endure and start anew; an orgasm that was happening on "exit" was forcing a new change animation. MSMA_Act1_[In_Development]_1_0688.zip 244.63 MB · 1 download From what I saw, I think that is exactly what was happening
MSM_Alice Posted May 9 Author Posted May 9 (edited) The latest version should not change animation if the animation was already " Exiting" Edited May 9 by MSM_Alice
Chubrikone Posted May 9 Posted May 9 2 hours ago, MSM_Alice said: The latest version should not change animation is the animation was already " Exiting" Now it works 1
MSM_Alice Posted May 9 Author Posted May 9 53 minutes ago, Chubrikone said: Now it works Thank you for confirming. What's your optinion is this? Should this animation changer be default on or nah? Also, is the invisibility suppressor working?
Chubrikone Posted May 9 Posted May 9 27 minutes ago, MSM_Alice said: Also, is the invisibility suppressor working? I have to do some more testing, for now I just had one prostitution scene and it didn't trigger.
hiono Posted May 9 Posted May 9 10 hours ago, MSM_Alice said: Some more adjustments: Mid-game upgrade should be fine Changes the ElastoFlesh skill (as it was too overpowered). Now this skill means all sizes (oral, anal, or vaginal) adapt halfway (not instantly all the way) from their current size, whatever it was, toward the ideal size to match the current partner, at each new AAF animation start. still means with a partner, in 2 or 3 animations, the sizes are close enough to be largely adapted, just does not happen over just one single animation anymore. Only the body parts that are actually involved in the animation ( based on animation tags - anal, oral or vaginal) are adjusted, not all of them as they were before. These auto-adaptations at the start do not count when QOh evaluates if a spree had any stretching that large enough to be mentioned. Download link here: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/156/#findComment-7295947 If how it was was too overpowered could it work if you made it re-tighten over time kinda like how wear and tear in sex attributes works? I tend to go down the airhead path for this perk because i don't like having to deal with the stretching. It feels like you have to choose either humans or creatures or you're going to be making too many trips back to marina. Maybe im not understanding how the changes work it just seems like it now just slows down the stretching.
MSM_Alice Posted May 9 Author Posted May 9 (edited) 10 hours ago, hiono said: If how it was was too overpowered could it work if you made it re-tighten over time kinda like how wear and tear in sex attributes works? I tend to go down the airhead path for this perk because i don't like having to deal with the stretching. It feels like you have to choose either humans or creatures or you're going to be making too many trips back to marina. Maybe im not understanding how the changes work it just seems like it now just slows down the stretching. Right now, after the update, ElastoFlesh just converges toward the size of your partner, 50% of the way, per each new animation. - after the first animation, you are 50% closer to your partner's ideal size - in two animations, you are 75% way there. - in 3 animations you are 87.5% there Before, it was the same, just that it took just one animation to be 100% there. If the partner is a larger size, it goes up; if the partner is a smaller size goes down to match. You want sizes to be close by, too much of a difference, and you get penalties either way. Smaller is not alway better for sexfight. Closer to partner size is better. Edited May 10 by MSM_Alice
judge007 Posted May 9 Posted May 9 @MSM_Alice The bimbo animations that start an AAF animation, how i would either tone them down or disable them?
Chubrikone Posted May 9 Posted May 9 6 hours ago, MSM_Alice said: What's your optinion is this? Should this animation changer be default on or nah? For my personal taste it is more interesting to have variety instead of just one animation from start to end, especially in group scenes, or for the cases like when all the fight consist of one animation of a raider pulling back the heroine's arms and not even getting to penetration (with the QoH voice talking of how this schlong feels...) but having it as an option is good, everyone has different tastes
Chubrikone Posted May 9 Posted May 9 Another doubt that I have, how exactly the new conversation system works for the BS points? I wanted to try the system, on a new character, now I am level 6 with total of 70 points allocated, I am going to Marina quite often, talking about all the adventures, but don't really understand how to gain additional points, the dialogues have tag (Airhead +1 pm for example) but they don't give any upgrades. Talking about Marina, another thing that comes in mind, on the first conversation on the terrace sharing about adventures, talking about finally getting laid after leaving the vault is normally the last thing you can share with her, and for me it would make sense if it would be the first, and then the others (sex fight win/loss, level up etc...
Sweettits Posted May 9 Posted May 9 I seem to have encountered a problem, any attempt of conversation around or in sanctuary with any npc results in the respond tree vanishing and the conversation starts all over again. I am using the required main prelude version, am i missing another download? Thanks.
msmfoster Posted May 10 Posted May 10 18 hours ago, MSM_Alice said: To be able to do the needed detective work, can you provide a video recording of what happens, specifically, every step of the way, and in that video, before you start the sexfight - Go to the sexfight menu and look at the Death/paralysis settings - In the MCM, make sure you don't have frenzy instead of paralysis" toggle in the MCM Sexfight page frenzy settings Go to the specialist skills overview (nested in the implant context menu) and go over your current mix of specialist skills. Go to the general stats window (first entry in the implant menu) , and open it ( so we can see if you are already in an infiltration or not) I confirmed that its set to 0 which is paralysis only. 70 towards Agent Bimbo, and 60 towards Power Bimbo. Quote Then - During the sexfight press the toggle hotkey to suppress/unsuppress effects for sexfight " big" punishes. So we can see the pop-up with what it says the status of that toggle is when the sexfight ends, and the punishments are evaluated. -Press the toggle for death/on/off for a similar reason - optionally provide a papyrus log from the events in the video recording session Now to be fair, infiltration has not shown up as a feature for me in a while. It used to be all the time, 'Surrender', 'Keep Fighting', and 'Infiltrate.' MSMA also used to paralyses even in casual scene, which may be why I see a difference. I did get it this time and they were all remained up and about. It might be that a bug slipped in, and when you announce you want infiltration, the settings are auto-set for a non-agent bimbo (instead of settings auto-set for agent bimbo), which means daze-only. But let's see if that is the case. Quote Nail issue: you have opted to use them in a strict way, when prompted when equipping them. That means they auto come back immediately as they are removed. The effect of that choice is that it "blocks" suits that would also use the nail slot. This conflict with other items that use that slot( including some DD glove items) is listed in the known issues along with the solution: When you equip the long nails, you can choose for the nails to be equipped in both strict (enforced- what you are currently using) and non-strict (not enforced,. anything can remove them) ways. You have opted to use the first method; you needed the second method for Silver shroud + long nail combo. That likely explains why I could never put on a HAZMAT suit. Removing those nails fixed everything as expected. On a side note, Family Planning Enhanced triggered the 'Who's the Father' quest and it points to the Train Control Station south of Oberland Station. No one there, but it looks familiar minus all the extra stuff. Not a bug per se, just interesting. Another observation, not really your mod. After a pregnancy morphing got weird. Which is odd because it was disabled (I enabled it the time before and disabled it for this one). You can see how the bodies do not match. FPE's reset didn't help at all, not sure if you have one, or something like 'Make the bodies match' option. Papyrus.0.log
MSM_Alice Posted May 10 Author Posted May 10 5 hours ago, Sweettits said: I seem to have encountered a problem, any attempt of conversation around or in sanctuary with any npc results in the respond tree vanishing and the conversation starts all over again. I am using the required main prelude version, am i missing another download? Thanks. Hello Hmm... Does not sound familiar with anything in the recent tests. Do you have any other mod starting dialogue scenes? Like "Head tracking and social comments" or similar? What is your mod loadout? (In general, but also, do you have something that is UI-specific ?)
hiono Posted May 10 Posted May 10 8 hours ago, MSM_Alice said: Right now it just converges toward the size of your partner, 50% of the way, per each new animation. - after the first animation, you are 50% closer to you rpartner's ideal size - in two animations, you are 75% way there. - in 3 animations you are 87.5% there Before, it was the same, just that it took just one animation to be 100% there. If the partner is a larger size, it goes up; if the partner is a smaller size goes down to match. You want sizes to be close by, too much of a difference, and you get penalties either way. Smaller is not alway better for sexfight. Closer to partner size is better. ok thanks for the info. it does present a bit of a pickle huh haha does this mean that the animation change system is gonna be default on going forward?
MSM_Alice Posted May 10 Author Posted May 10 (edited) 7 minutes ago, hiono said: ok thanks for the info. it does present a bit of a pickle huh haha does this mean that the animation change system is gonna be default on going forward? Animation auto change on orgasm system is a separate topic from the elastoflesh skill, I don't want to mix the two up. That one will always have an MCM toggle to turn on/OFF. The question was only about the initial value of that toggle, not about if the toggle is present or not. Are we still talking about the elastoflesh skill? Edited May 10 by MSM_Alice
MSM_Alice Posted May 10 Author Posted May 10 (edited) 6 hours ago, Sweettits said: I seem to have encountered a problem, any attempt of conversation around or in sanctuary with any npc results in the respond tree vanishing and the conversation starts all over again. I am using the required main prelude version, am i missing another download? Thanks. Do you, by any chance, have toggled the "auto fix dialogue toggle" to on? In the MCM.? "text": "Try to Detect External Dialogue that fails to end.", "help": "1 - Tries to detect and fix when there are player dialogue scenes that never end | 0 - It is what it is.", If so, leave it on 0. Edited May 10 by MSM_Alice
MSM_Alice Posted May 10 Author Posted May 10 (edited) 7 hours ago, Chubrikone said: Another doubt that I have, how exactly the new conversation system works for the BS points? I wanted to try the system, on a new character, now I am level 6 with total of 70 points allocated, I am going to Marina quite often, talking about all the adventures, but don't really understand how to gain additional points, the dialogues have tag (Airhead +1 pm for example) but they don't give any upgrades. Talking about Marina, another thing that comes in mind, on the first conversation on the terrace sharing about adventures, talking about finally getting laid after leaving the vault is normally the last thing you can share with her, and for me it would make sense if it would be the first, and then the others (sex fight win/loss, level up etc... Those conversations should give you the points, and a new skill comes after 10 points. You get just + 1 per conversation, not + 10 like a bimbo level up. You need +10 on a certain track for a new skill to unlock. After 10 conversations, you will have a new skill you can check progress for Airhead with help MSMA_BimboFun In the console If before the conversation, it has a value of let's say 22 And after the conversation where you chose Airhead one it has 23, greater by 1 then 22, then it works. You can also scale that up so you get 2 or 3 points per conversation interaction, but the default is 1. You need to get 22, 23, 24, 25, 26, 27, 28, 29 and then, at 30 you will also get the new skill on that track. Right now, the events that spark the "news" conversation are picked randomly from the pool of eligible news. I agree that conversationally, some news should bubble up before others, (for instance, if the player had sex for the first time since coming out of the vault, and had also sex with a large partner, they would logically mention the first one first, and the second one second), but that is not yet done. Right now they are picked randomly. Edited May 10 by MSM_Alice
Sweettits Posted May 10 Posted May 10 1 hour ago, MSM_Alice said: Hello Hmm... Does not sound familiar with anything in the recent tests. Do you have any other mod starting dialogue scenes? Like "Head tracking and social comments" or similar? What is your mod loadout? (In general, but also, do you have something that is UI-specific ?) this only happens in or around sanctuary, no mods to add to dialogue or head tracking, just Patrans nuka ride npc replacer is all I use. 1
MSM_Alice Posted May 10 Author Posted May 10 (edited) 5 hours ago, msmfoster said: I confirmed that its set to 0 which is paralysis only. 70 towards Agent Bimbo, and 60 towards Power Bimbo. Now to be fair, infiltration has not shown up as a feature for me in a while. It used to be all the time, 'Surrender', 'Keep Fighting', and 'Infiltrate.' MSMA also used to paralyses even in casual scene, which may be why I see a difference. I did get it this time and they were all remained up and about. It might be that a bug slipped in, and when you announce you want infiltration, the settings are auto-set for a non-agent bimbo (instead of settings auto-set for agent bimbo), which means daze-only. But let's see if that is the case. That likely explains why I could never put on a HAZMAT suit. Removing those nails fixed everything as expected. On a side note, Family Planning Enhanced triggered the 'Who's the Father' quest and it points to the Train Control Station south of Oberland Station. No one there, but it looks familiar minus all the extra stuff. Not a bug per se, just interesting. Another observation, not really your mod. After a pregnancy morphing got weird. Which is odd because it was disabled (I enabled it the time before and disabled it for this one). You can see how the bodies do not match. FPE's reset didn't help at all, not sure if you have one, or something like 'Make the bodies match' option. Papyrus.0.log 3.34 MB · 1 download Thank you for providing the papyrus log. That provides a fair amount of actionable context about what is happening. I am seeing some oddities there that might be connected, will apply fixes for those first to "still the waters". For instance, I am seeing the CVT update function attempt to run 3 times! (it should only run once every 30seconds) So will add some safeguards to correct that. After asking you to choose infiltration ( in the fight/surrender /infiltrate pop-up) , does it also detect settings that are incompatible with infiltration, and does it ask you anything extra to set your serfight settings to make infiltration possible at all, or does it proceed without any extra pop-up? The theory proceeds without any extra pop-up if you already had death set to off. For a Bimbo agent of level 70, it should be normal. In terms of different morphs, I can look into it some more, but what I show on the hologram is EXACTLY the same with what I sent to the player. I don't yet know where the differences could be coming from. Maybe some physics mod that only applies to the player? Maybe something else / a different mod that sends stuff to the player only? Will think about it some more. Edited May 10 by MSM_Alice
atropur Posted May 10 Posted May 10 I have found what I believe to be an issue with the long nails - specifically that, even on a fresh save, choosing the "allow anything to remove them" option results in them disappearing from your inventory when they are unequipped, and the unarmed bonus/looks boost disappears as well. 1
MSM_Alice Posted May 10 Author Posted May 10 (edited) 14 minutes ago, Sweettits said: this only happens in or around sanctuary, no mods to add to dialogue or head tracking, just Patrans nuka ride npc replacer is all I use. Really odd. I dont do special things with conversation topics that are specific to the sanctuary's larger area, that would be specific to the dialogue multiple-choice menu. Will think harder about this, maybe Is something I am misremembering, maybe can figure it out. Can you provide a papyrus log and a modlist? And a video recording if possible. Edited May 10 by MSM_Alice
MSM_Alice Posted May 10 Author Posted May 10 (edited) 22 minutes ago, atropur said: I have found what I believe to be an issue with the long nails - specifically that, even on a fresh save, choosing the "allow anything to remove them" option results in them disappearing from your inventory when they are unequipped, and the unarmed bonus/looks boost disappears as well. When they do break, they break. The glue is dry at thatpoint, maybe they are chipped too, they don't stick back on. Marina usually needs to apply a new pair at that point. Would you prefer to .. keep the gameplay bonuses, even if they are removed? On a side note: do they auto come back after an AAF scene? Edited May 10 by MSM_Alice
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